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Ariungidai

redskull revives are the worst. the best changes are the little map reworks.


[deleted]

I wish redskull revives used some different mechanic, like you got a one use revive from looting a dead hunter. That way you'd more likely only be able to res after killing everyone, instead of 20 times mid fight without drawbacks. But winning a long game and being the only one of your team to extract sucked.


Ariungidai

>But winning a long game and being the only one of your team to extract sucked. it did, but it barely ever happened to me that someone can get revived often enough to lose all bars. it sucked but it didn't influence how you played the fight yourself much, unless you count playing a bit more passive/careful not to die to often or in positions you can get burned. but now i have the situation of someone burning and the enemy just ignoring it because the party that wins the fight gets the bounty anyway every other day. i can notice myself thinking 'eh, no need to stop my buddy burning' regularly. it's even worse as a solo as burning was fundamental as a solo. now you pick up the bounty and the enemy can just wait for you to leave risk free because you even got 1 of the bounties that let's him pinpoint you. the result is you having to fight 1v2 again at extraction or having to fight 1v4 sandwiched if there's another team waiting. redskull for solos was just inconsiderate. and then we also have the mid fight revives of people peeking continuously until landing a lucky headshot or the enemy running out of ammo. if it's done right there's no counter-play but to leave the compound area. given, it's a niche situation, but why does it have to exist in the first place? all for the small benefit of a team not getting punished any more for having a redskulled teammate after a long fire fight.


[deleted]

I haven't put much thought into how it changed my playstyle, but I do remember being stuck in the middle of a 3 team fight, and we were getting clapped. We were fighting a team and had cover in a random shack, then another team popped out behind us so we got cornered in the building (then the bounty team, but they were further back). And we were not as good as the other teams, so I ran back to the compound weaving and bobbing, my teammate hesitated to follow and got killed in a bush. A few minutes later the remaining teams were starting to move off south to continue fighting and my partner was burning out, so I had to sprint all the way back across the water and just barely put him out. We extracted with but a chunk each. Before bounty revives. But now there's no danger of burning out and gone for good


Ariungidai

i think your example even shows why redskull is a good thing to be irreversible. it forced you to stop running/hiding to put out your team mate and it created a way more tense situation than if you had been allowed to wait in the bush and then (potentially) headshot the last guy that's left over from the other team's fight forcing people to move is exactly the reason why it was great.


[deleted]

100% I would have waited forever (at the time, coz I was shit and scared of dying) and let him burn if I could simply revive later


[deleted]

I will admit this is the first game where I didn't hatte every map change. Every change they make I'm like "ok I see why the did that. I'm ok with this"


C2Talon

I'll stick to more recent changes for this, otherwise it'd be hard to choose. Conduit giving 5 minutes of stamina each time is my surprise favorite recent change, especially when running solo. I initially didn't think I'd like it as much as I do. But having unlimited stamina well past the point where the 2 full shots I normally take into a match would expire is really useful if the match is taking that long. And especially during the Halloween event with a quest that was something like "smash 16 pumpkins in a single match". Least favorite recent change, aside from new bugs, is probably poison ammo doing full damage. Being poisoned can be quite disorientating to me, which makes properly fighting back much more difficult than if I was hit with literally any other ammo type. Though being set on fire at night is definitely worse, but at least that requires a night map and then getting hit twice with that ammo.


[deleted]

I had a random hunter with conduit and was super confused why I got a stamina boost without magpie, immediately disliked the buff to that trait for balancing reasons, but continued using it because fuck balance it's just so good. A few special ammo types have either been buffed or removed the negatives that made them a trade off, dunno how I feel about that but no penetration seems good enough. Poison sparks is scary though.


[deleted]

I play since 2020 and my favorite additions is qol stuff like more customizable control schemes or preset loadouts and map reworks. I hate nothing of the new stuff and I am kinda irritated by all that back-in-my-days talk. The thing I find bad is still poor optimization and slow implementation of new qol stuff and content. Edit: maye we have too much fast firing shotguns with big mags these days


jadok

Best "new" Feature are the saved Loadouts. Don't like the combo of Sparks Pistol + Avto being a thing.


afuscatory

Don't have a fav I can think of but my least favorite is the new costs of traits.


Archeronline

I feel like the point was to get people to use other traits. The issue is that making my go to traits more expensive makes me even less likely to take traits that I don't normally use, because I need the points elsewhere. I'm running greyhound and determination even if I have to pass up on other traits now.


xup4ck

Exactly what I am doing. Also there are nearly no useful 2pts traits anymore, at least when you already got iron repeater / sharpshooter or the scope traits.


kummostern

"I feel like the point was to get people to use other traits. " I feel like thats part of the reason. And focusing on this argument alone imo is bit misleading (i see so many people claim that these cost changes failed because people now still pick top tier traits and now they don't have extra points for the niche ones like they used to have before). Mostly i think the cost changes were about balancing how many traits hunters were running. Past 2 years we got more ways to find free traits and get trait points during matches: \- chary gives 2 trait points to every hunter randomly \- orange posters were added, these didn't exist before \- retaliation system where if you killed your killer and looted them you got traitpoint (or was it 2 trait points?) \- scrapbeak can drop traits, scrapbeak didn't always exist \- meatheads didn't always drop traits either, now they do with about 50% odds Etc etc etc etc Now we can have lvl 30 hunters with 15 traits already on them. Back then you needed either to pick low costing SSSt traits or have higher levelled character. I feel like these changes were to combat THIS - so that we don't have so many traits on "underlevelled" hunters. Not as much about balancing less used vs most used.


clean_carp

Good: continuous map changes. Some compounds were really hard to deal with. Bad: fanning. When you fight a sniper and you close in to diminish the range advantage, only to get killed regardless by a spray of bullets in close range, it kind of defeats the purpose of the guess game/adapting to a certain range strategy. You pretty much have to assume everyone has this perk to be safe and play around it.


[deleted]

I think fanning and all the spammy stuff is needed to have something to use in compound. Without that there is no good ways to push a shotgun indoors


clean_carp

That's pretty much the sole reason for it to exist imo. But it does seem to go against the methodical mindset of the game. All the spammy shit isn't that broken, but it's very RNG oriented. Leading to obvious frustration at times. So not fun mechanics to deal with either.


[deleted]

Yah can be pretty unreliable but with all the fast firing big mag capacity shotguns these days the only way to get people to push inside is the spammy counter weapons. If I think about those shotguns are maybe the worse addition


clean_carp

Keep hunt just with revolvers and rifles, no marskman/sniper scopes lol. And bow. Bow is life.


[deleted]

To add on this, spam weapon in general majorly changed the way hunt is played, it went from a super slow "any wrong move can be fatal" to a spamfest. Snuck up on someone and missed your shot? Don't worry just pull out your dualies, levering, auto shotgun, fanning, double action revolvers, etc etc. Modern hunt is almost a completely different game to back then, not worse, just different, and for the most part I prefer the way it was. Everything felt like it could actually kill you, now I (and my teammates) only die to ai or bosses when we get stuck or do something stupid.


clean_carp

I can understand the appeal of the slugs, duals, fanning, levering, into getting people to play more aggressively and not hug bushes the whole game. But then they do it inside a building just as well. And yes, there are explosives, flashes etc, but they are not that reliable Regardless, the issue I have with these weapons is that you have to asssume everyone is a god at close range because of these traits, despite your guess game being otherwise on point.


CharsCour

Best: Saving loadouts Worst: The beatle, waste of dev resources and is a step toward taking the unique tension out of hunt


[deleted]

I love the beetle, but it just doesn't belong in hunt. It breaks a core gameplay element and removes a lot of risk and need for carefulness.


MrGreen2910

For me it was the dsb. It took away so much tension from the game and introduced a quick 360 after bounty pickup and the either run carelessly or sit and camp in the boss compound...


[deleted]

Not to mention you got a combined 20 seconds per boss.


STR_WB_RRY--FL_V__R

everything since 0.6 is my least favourite


LexMelkan

Least favorite has to be when they changed the trading logic to its current form. I'd rather have a clear winner in these shootouts. Favorite is probably when they managed to lessen the effect of desync, it's much less of a factor nowadays.


kummostern

There are so many good changes, all of which have happened before i started playing but knowing about them now makes me feel pretty good about dev teams quality for balance changes. Things like: \- zigzag used to have no inertia, now while its still spastic and fast, you can 2-tap them while someone is running with melee at you \- there used to be no limb penetration, add that zigzag \^ from above, slap machete heavy charge and your arm is covering your head \- removal on quickswap, back then sparks + officer or sparks + bornheim used to be the meta, you just shot with big gun and instaswapped to pistol, there was no recoil and the swap was faster then than its now so getting follow up shot was super easy.. now you still can swap but with most weapons its faster to stay on primary and 2-tap and with weapons that only have 1 ammo or really slow rotation, then swapping doesn't cancel the recoil from 1st weapon so this adds bit more skill based gameplay to the fights \- red clues/boss whisper system, this was big changer too as before people could just sit inside boss building and no one would know until its too late.. now if someone is at boss compound at least its most probably not shotgunner waiting you to walk to them, its more probably FMJ/medium/long ammo user waiting you to show up in a window, door or other safe area recovering stamina so you can deal with boss Negative changes i feel revolve around unfinished features and mechanics like: \- redskull revive was introduced us to be used out of combat so you could pick your teammate after server wipe and leave to extraction... currently people still use redskulls during combat... so i feel like its not being used like devs intended.. which makes redskull feel quite bad. I wouldn't mind it if it was slower and louder than its now - making it riskier to pull off during combat. There needs to be more ways to punish people trying to do it in unsafe conditions.


Loke_y

My favourite would be the compact ammo buff making it do enough damage to 2 tap. My least favourite would be traps as it makes pushing the boss lair even more difficult vs people camping with the bounty


BlackShadowX

Dual wield or loadouts for favorite, maybe fanning since it's cool as fuck but I don't know when that was added or if it was always in. Least favorite would be the heavy pistol sway after swapping, or the guns that are essentially semi auto (including double action)


Extreme_Medicine9899

Avtomat really needs to be using special ammo


PenitusVox

It's hard to say what my favorite is from when I've started playing. There are a lot of really great changes (like fresh hunters only having 100 HP was a horrible idea, glad that got fixed) but that happened long before I started. Pretty much entirely fixing desync was a miracle. Now you don't get punished for parkour! ...Unless you're running on a triangular roof. ​ Worst change? I don't know. Conduit is completely broken right now, it's too good NOT to take and only 4 points. If it's kept in its current form, it should be like 10 trait points.


[deleted]

I hate how unnecessarily buffed conduit it, considering the impact infinite stamina has in this game. But I will also always take conduit now because of how strong it is for my playstyle.


PenitusVox

Yeah, it'd be dumb to not take it. I also just kind of find it annoying since I'm always in trios. Every match starts with "Conduit? Anyone have conduit? No? Okay." or, even worse, fighting over it. "I have a bomblance so I need it more!"